13,600 Commits over 2,710 Days - 0.21cph!
Fixed pipe colours on small oil rig
Fixed all of the pipe colours on large oil rig
Merge from snow_effects_roll_back_and_meshLOD_conversion
S2P bandit, fishing A, stables A, compound (no HLOD)
Removed all RendererBatch components from CargoShipTest and enabled IsDynamic on a few missed objects
Fixed pattern sofa incorrect material
Fixed candle group fx positions now that the model has changed slightly
Roll searchlight back to renderer lod, requires a 180 degree asset flip
Fixed powered water purifier error
Fixed industrial crafter error
Fixed powered water purifier, storage monitor deploy error
Merge from snow_effects_roll_back_and_meshLOD_conversion
Created a tool to print out any RendererLODs in the loaded scene that can be converted to MeshLods (Tools/Optimize/Find convertable RendererLODs in scene)
Went through each monument looking for stragglers, some notable finds:
-the xmas set dressing prefabs for compound and bandit town were largely still using LODGroup, almost all of these are now MeshLOD
-converted several rooms in a few monuments that were completely disconencted from their root assets (mil tunnels most notably)
Update wooden_crate_e (and it's camo version) to MeshLOD
Replaced all the assets in the inaccessible bathroom in NMS with prefab versions with colliders stripped
Converted the props in the Assets/Prefabs/Misc/Junkpile/New folder to MeshLOD
S2P supermarket, NMS, bandit town, water treatment
Rerun fishing village A and C S2P
Merge from techtree_panel_improvements
Updated the tech tree dialog to use pooling instead of instantiating and destroying it's contents when switching tabs
Halves the opening time (155ms->77ms) and GC (6.4mb->3.6mb)
Play the old workbench open/close sounds when opening a tech tree on a workbench
Play just the appropriate open sound when switching to a tech tree
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Added a global S2P mode that updates all HLOD (Tools/Scene2Prefab/Update All Force HLOD)
Global S2P with full HLOD update
Also included the new lighting files unity seems to want to produce for scenes
Removed UI.Dialog.EnterLockCode scene (just use the prefab)
Relaxed bounds check when flood filling seeds (putting on a branch as it's slightly too risky for a hotfix)
Resolves case where standing too far away from the planter would result in the player only being able to flood fill a selection of the empty slots
Fixed a case where holding shift and placing seeds after looking at a planter would throw client side building errors
Fixed a case where seed flood fill would show incorreect guides when looking at planter behind a building block
Fixed some bait items not displaying a max stack size of 1 (raw bear meat, likely more)
No actual gameplay change, just UI
Fixed items sometimes getting dropped in the world when caught in a fish trap intead of inserted into the inventory
Replaced all of the loot panels that get run with S2P in the LootPanels scene with their prefab version
S2P no longer processes any UI prefabs
Cherry pick
98470 for scene stats
Reconvert and remove MaterialSetup on various prefabs that conflicted with the last merge
Add /MemoryCaptures to ignore.conf
Revert arctic hazmat to old version without skin tests
Disable hand mesh rendering on arctic, diving suit, lumberjack, nomad, spacesuit, twitch and vanilla hazmat suits
Fixed graphics.collapseRendererLOD getting set to false every launch
Fixed industrial conveyor filter number fields scrolling when the player uses the scroll wheel on them
Don't show the IO connection at all if the player holds sprint while unlimitedIO is active
Fixed IO not being usable inside no build zone
Rolled freeUpgrade into freeBuild
Exposed all of the creative options in the rust editor window for easy dev access
Renamed noBuildCost to freeBuild
FreeBuild mode now allows you to build blocks to a specific grade rather than just twig
Selected build grade is displayed in the right click context menu while holding the planner, can be cycled with Q and E
Convert bypassrepaircooldown to freerepair, bypasses the cooldown and makes repairs free
Added creative.freeUpgrade, allows the hammer to change grades downwards
Added creative.freePlacement, bypasses all building checks
Added creative.unlimitedIo, removes limit on number of IO points, length of IO connection and auth/prevent building limits
Creative mode boilerplate, toggleable server wide via "creative.allUsers" or per player via "creative.toggleCreativeModeUser", intended for media production
Added creative.bypassRepairCooldown
Added creative.noBuildCost, allows free building of building blocks